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Role-playing game · First release 2018

Thronebreaker: The Witcher Tales

Meve’s campaign as a card RPG: chapter route, army camp, companions and missable exploration.

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What this guide covers

Chapter route and 15 named guide tasks; not an exhaustive list of every puzzle solution or golden chest.

Story routes, decisions and endings may contain spoilers. You can show or hide marked sections.

Search across guides for a quest, location or item

Check your edition

Editions & platforms

EditionPlatformDifferences & notes
PC / consolesWindows, PlayStation 4, Xbox One, Nintendo SwitchSame campaign; PS5 and Xbox Series can run the older console edition through backward compatibility.
MobileiOS, AndroidCampaign with touch controls; check each storefront’s purchase and bonus conditions.

Meve’s army: battles, camp and exploration

Card battles replace Geralt’s sword controls. Read the objective before your first move: puzzle battles may use fixed cards and special rules. Losing a round does not necessarily lose the match; plan standard matches and single-round puzzles differently.

Gold, wood and recruits support camp upgrades and cards. Explore branches before leaving a region. Speak to companions in camp regularly; severe decisions can permanently cost people and cards. Moral approval does not automatically produce the strongest army.

Five chapters: concrete campaign route

Story details & possible consequences
TargetLocation / solution
Lyria / A Bitter ReturnMiller’s Bend → monastery/For Melitele → Clayton/Gascon → Rastburg/Dravograd → Cridam/Foregate → Eyck’s Manticore → Hunting the Queen. Return monastery gold; send Lippy against Nilfgaard. Keep Gascon between stronger allies. During escape, use Reynard to reveal the exit.
Aedirn / Ashes of AedirnSave Rayla → Gatberg/Rosberg and Xavier → Moulderwood/Eldain → Isbel → Aldersberg. Kill Rosberg Scouts immediately to delay reinforcements. At Caedva Gaenvid kill Cutthroats to recover abducted allies. Finish Falbeson’s branch and both weapons before Aldersberg.
Mahakam / Summit MeetingGabor → Miria/Archives → Keltullis → Barnabas/Black Brook → Davor’s Abyss → Stone Hearth → Langbridge/Brouver. Drekthager rescue conflicts with Rayla/Isbel retention. Barnabas helps solve cursed valley. Sparing Keltullis costs Eyck. Dwarven favor determines later troop numbers; maximum favor is not an all-companion route.
Angren / Behind Enemy LinesRed Lobinden → betrayal accusation → swamps/ruins → Gernichora → Nilfgaardian Snares → Battle for the Bridge. Do not kill Gernichora’s Fruits: exploit their ranged-row drain and keep them below explosion threshold. Remove fire and automatic lethal traps beforehand. Ivo assists an encounter; Geralt/Cahir/Dandelion temporarily reinforce bridge battle.
Rivia / Return of the QueenGradobor → Brossard tomb/memory puzzle → Villem → Caldwell/Ravenkluft/Willowhain → Kaveldun → Broadhead → Castle Rivia. Preserve nonhuman rights for Gabor; free blacksmith for Spear. Audit six chests before castle gate. Against Ardal build power and weaken enemies: destroyed enemies are replaced.

Collection plan: 42 chests and consequential choices

The five treasure atlases below list 42 golden chests: 10 Lyria, 9 Aedirn, 8 Mahakam, 9 Angren, 6 Rivia. Numbers follow the red markers on the linked Gamepressure regional map; blue markers identify prerequisite treasure maps. These are reference numbers, not in-game IDs or a mandatory collection order. Maps, keys, card fragments and ordinary loot are separate tracks.

Leaving a region closes its unfinished routes during the current campaign. Exhaust NPC conversations, read maps and activate concealed digging spots beforehand. A map marker cannot repair a missed decision. Older builds had inaccurate chest totals and missing treasure maps; update 1.01 addressed several such errors. The local guide counter does not certify an in-game save.

The puzzle catalog covers 41 named encounters and the conditional additional Pillagers battle. English card names provide unambiguous search terms. Melee and ranged mean your rows unless the enemy side is explicitly stated. Randomized boards receive a decision rule rather than an invented universal click sequence.

Lyria: every golden chest

Numbers follow the linked regional treasure map; collect prerequisite map/key first.

TargetLocation / solution
Lyria 1/10Miller’s Bend: opening map; dig beside roadside shed.
Lyria 2/10Melitele cemetery: clear enemies; search behind graveyard.
Lyria 3/10Spare wounded bandit; his map unlocks monastery waterfall dig.
Lyria 4/10Peasant’s map; dig between haystacks on Clayton estate road.
Lyria 5/10Recruit village: uphill gap between banner and shed.
Lyria 6/10Circle Clayton’s ruins; chest behind the estate.
Lyria 7/10Rastburg: narrow riverside passage along castle wall.
Lyria 8/10Win map battle; dig in riverside copse near Turnifen.
Lyria 9/10Western camp: defeat occupying army, then open chest.
Lyria 10/10Buy villager’s map; orchard dispute, then riverside tree dig.

Aedirn: every golden chest

Numbers follow the linked regional treasure map; collect prerequisite map/key first.

TargetLocation / solution
Aedirn 1/9Chapter start: backtrack behind your starting position.
Aedirn 2/9First large hamlet: search west beside ruined village.
Aedirn 3/9Riverbank: follow shoreline past the small cottage.
Aedirn 4/9Ruined camp: collect key among loot on its left.
Aedirn 5/9Western map: clear blocked passage; forced labor costs morale.
Aedirn 6/9Locked riverside chest; key in cleared Nilfgaardian camp.
Aedirn 7/9Burned village survivor: talk three times; follow map.
Aedirn 8/9Raven above village gives map; backtrack to forest clearing.
Aedirn 9/9Loot corpse beside Nekker nest; read map and dig.

Mahakam: every golden chest

Numbers follow the linked regional treasure map; collect prerequisite map/key first.

TargetLocation / solution
Mahakam 1/8Just after chapter start, turn left off main road.
Mahakam 2/8Traveler’s 50-gold map; bridge above dwarven village.
Mahakam 3/8Free Stanka Moran in cave; follow her treasure map.
Mahakam 4/8Win Stolen Dreams; search far west of settlement.
Mahakam 5/8Finish Davor’s Abyss; search beyond the newly formed lake.
Mahakam 6/8Search beside tomb/obelisk; use previously collected key.
Mahakam 7/8Stone Hearth: defeat Garth Rockstew; chest appears afterward.
Mahakam 8/8Grave map west of chest 7; reach highest summit.

Angren: every golden chest

Numbers follow the linked regional treasure map; collect prerequisite map/key first.

TargetLocation / solution
Angren 1/9After first battle, backtrack into the starting area.
Angren 2/9Defeat guarding monster, then take opened treasure path.
Angren 3/9Defeat next marked opponent; collect chest beyond encounter.
Angren 4/9Pay excavation or assign companion; do not abandon event.
Angren 5/9Repeatedly speak to crossroads woman; dig at map point 5.
Angren 6/9Win map encounter at blue 6; dig at red marker.
Angren 7/9Obtain map at blue 7; dig before subregion exit.
Angren 8/9Second subregion: chest among loot after Eternal Peace/Grave Hag.
Angren 9/9Follow narrow chest passage; collect key in approach loot.

Rivia: every golden chest

Numbers follow the linked regional treasure map; collect prerequisite map/key first.

TargetLocation / solution
Rivia 1/6Hare Caverns: winding woodland trail and steps to cliff.
Rivia 2/6South of Brossard cemetery: solve The Cost of Ambition.
Rivia 3/6Nilfgaardian Outpost loot map; dig near teams after Villem meeting.
Rivia 4/6Caldwell estate: resolve Dragomir encounter; search behind house.
Rivia 5/6First fort map; rocks by field south of Ravenkluft.
Rivia 6/6Talk to Ravenholm woman thrice; east Willowhain, tent/wagon dig.

Lyria: puzzles and solutions

Check the scripted objective and card effects. Randomized targets use the stated decision rule.

TargetLocation / solution
RockslideTutorial: follow Wagenburg and highlighted Orders; destroy boulders before they advance.
A Troubled ReposeMelee War Wagon; two Arbalests hit different Rotfiends. Caldwell between them: summoned shots 8→1 and 4→1. Ranged Arbalest 3→1; Decoy and repeat. Kill none.
Rushing WatersArbalest hits ranged Drowner; Crushing Trap equalizes ranged row to 3. Decoy Arbalest. Wagenburg, War Wagon, row shot; Arbalest finishes last Drowner.
NeighboursMelee Wagenburg and War Wagon. Move both Infantry to ranged; melee Reynard refreshes them. Move both back; fire Wagenburg at 6 armor.
A Haggard Lament / A Mourner from WettertonMelee Scytheman, adjacent Arbalest hits Rotfiend. Next Arbalest hits same target. Caldwell between Arbalests; copies kill weakened Rotfiends, chaining Deathwish damage into the Hag.
On the RangePlay Drummer; Meve’s Warhammer puts Pikeman on deck. Drummer summons Pikemen; same-row Arbalest hits deranged cow. Reynard refreshes Drummer; summon another Arbalest and finish cow.
Stench of DecayThunder Alghoul; melee Arbalest hits it, trigger Meve’s Loyal. Second and third melee Arbalests also hit Alghoul; Scorch once all three enemies share equal power.
Hard as a RockMelee Wagenburg; Arbalest destroys boulder, Wagenburg its successors. War Wagon; Reynard refreshes Wagenburg. Arbalest and row shot clear Lesser D’ao; Forager lets Infantry Deathwish kill final D’ao.
The Serpent of ForegateTwo melee Wagenburgs, then War Wagon. Fire first at 3 armor. Infantry to ranged, melee Reynard, Infantry back. Two melee Arbalests hit Wyvern; Wagenburg shots finish it while one cow survives.

Aedirn: puzzles and solutions

Check the scripted objective and card effects. Randomized targets use the stated decision rule.

TargetLocation / solution
Amidst the RubbleFour Sappers: wound Nekker; kill and wound next; kill last Nekker and hit Alghoul; reduce Alghoul to 13. Scorch destroys tied Hag and Alghoul.
Born of FireMelee Drummer summons another; melee Arbalests reduce small Elemental to 1, large to 8 then 3. Ranged Arbalest hits 3→2; fire leaves both at 1 together.
In the FogRanged Wagenburg; Bomber ignites enemy ranged. Slingers move healthy Foglets into fire; Sappers kill wounded ones. Each dead Foglet hurts Ancient. Hajduk refreshes Wagenburg before last palisade falls.
Prayer, InterruptedRoyal Decree: two melee Arbalests hit Powerful Elf. Aretuza Adept copies Arbalest; Dark Mirror. Reinforcements: melee Arbalests hit stronger archers, ranged shots handle final 2/3-power targets. Leave all at 1; protect Meve.
A She-Troll’s FuryMelee Wagenburg and both Grey Riders. War Wagons ranged then melee. Move Infantry between rows; Riders follow. Reynard refreshes movements; reach 20 Wagenburg armor and kill troll.
Trial by FirePitfall Trap right of Spotter on enemy ranged. Ranged Wagenburg, two adjacent Arbalests hit healthy Spotters. Once enemies gather on ranged, fire Wagenburg; Sapper finishes survivors.
PestilenceTwo Arbalests clear each row through Deathwish chains. Allied melee: hit fourth then fifth remaining corpse; use Meve. Repeat ranged. Enemy melee: sixth then central corpse. Enemy ranged: fourth then fifth. Meve clears leftovers.
Corrupt WeaponsTwo melee Wagenburgs; Slinger reduces three Rot Tossers to 1. Sapper kills them and hits carcass. Second Slinger moves three carcasses; third moves last two and one non-Wagenburg unit. Wagenburgs clear enemy rows.
An Attempt on the QueenSpare Falbeson and accept banquet. Melee Gascon hits Guard; Reynard flips melee table. Ranged Gascon moves Assassin; Reynard flips ranged table. Melee Gascon hits other Guard. Further table flips delay Assassins; Gascon and Meve kill Guards, whose Deathwish defeats Falbeson.

Mahakam: puzzles and solutions

Check the scripted objective and card effects. Randomized targets use the stated decision rule.

TargetLocation / solution
The Depths of MiriaMirror your rune layout: move enemy green stone four times, orange four times, then melee red stone once.
Mahakaman ArchivesGascon right; distract top guard; right twice, end turn. Down, right twice; distract second guard, end turn. Down twice, play Held Breath, end turn; reach exit.
Specters of the PastMelee Sapper kills Barghests; Onager to its right, hold fire. Alchemist left of Sapper strengthens Onager; second farther left sets Sapper’s power. Epidemic, then charged Onager kills Beast.
Headstrong / Cold AleBoth Fortitude Tonics on Gascon; Sudsy Inspiration, 14 swigs. Successive Splish Splash cards: spend 2, 3, 3, then remaining swigs. Beat Gabor by one mouthful.
Frost BridgeInfantry to ranged. Troll releases Pikeman; March strengthens Bomber. Troll releases Scytheman, March Arbalest. Troll releases Bomber, Charge Alchemist. Troll releases Arbalest, Charge Infantry. Save everyone.
Snowball FightThree successive ranged Scythemen. Melee Slinger moves three Scythemen; melee Scytheman. Ranged Slinger moves non-Meve units. Ranged Scytheman; final melee Slinger moves three units beside Meve. Keep snowballs away from her.
RemnantsMelee Soldier Puppet. Meve boosts Hajduk; second melee Puppet. Tonic on Puppet, third melee Puppet, last ranged. Vampires seize decoys, return Wagenburg; fire it to kill both.
Stone HearthMana rises each turn; obey card costs. Professor Blastwave and Blast Balls deal direct damage. Convert damage to Meve into Frozen Giant strength; hit Garth, fighting units only to prevent death.

Angren: puzzles and solutions

Check the scripted objective and card effects. Randomized targets use the stated decision rule.

TargetLocation / solution
Abandoned OutpostArbalests hit different Archespores, making power even so they move upward. After three shots, Tonic wounded Arbalest. Activate fourth healthy Archespore; fifth Arbalest finishes survivor.
Swamp SongArbalest kills Hag on your side; ranged Meve. Slinger: Descent moves 25-power Hag, Arbalest kills it. Use Ascent to reposition next Hag; subsequent Arbalests clear rows ahead of Meve.
Wesperley BridgeDistribute Landsknecht Orders across strong Knights. Meve’s Longsword refreshes Orders; equalize at 7. Marching Orders, Longsword and further shots leave all at 3. Sapper clears five Knights.
Fortress in the SwampArbalests weaken Generals/Recruits; Meve’s Sihil lands killing blows and refreshes itself. Two Mantlets mark adjacent Arbalests; Forager removes marked units, making space for fresh lethal Deploy shots.
A Heavy ConscienceMerlot on Scytheman; Dark Mirror. Split Dazhbog: four damage to Hym, four to Scytheman; Thunder. Final Dark Mirror kills Hym. Account for its mirrored effects.
Eternal PeaceEach Royal Decree summons one melee and one ranged Arbalest; hit both Barghests equally. Repeat four times. Lyrian Horn causes deaths; Skull uses Arbalests against Hag, whose own ability finishes her.
Abandoned VillageEnemy-melee Pitfall Trap; two Onagers hit Drones. Slinger moves three large Arachas; Forager left destroys Slinger, charging Onagers. War Wagon; Vengeance revives Forager/Slinger. Infantry deaths fuel Onagers; Cadaverine finishes last three wounded enemies.
Knickers’ AdventureFrom start: up×3, right×2, down, right, up, right×2, down×2, left×2, down, right×4, up×3. Collect every food and finish at wine; never revisit used tiles.

Rivia: puzzles and solutions

Check the scripted objective and card effects. Randomized targets use the stated decision rule.

TargetLocation / solution
Hare CavernsRandom match-three board: swap adjacent cards to create horizontal or vertical sets of three. Recheck after cascades; choose productive swaps. No universal fixed move list.
The Cost of AmbitionMemory game south of Brossard cemetery. Reveal matching pairs for additional moves. Update positions after movement and clear known pairs first. Layout is randomized.
The Troll GourmandPlay ingredients left of matching soldier: Mandrake–Alchemist, Foul Ale–Slinger, Skulls–Forager, Mushrooms–Scout. Scent descriptions confirm matches.
RavenholmRows A–D top to bottom, columns 1–9 left to right. Gascon’s Orders: B5, C5, C7, C6. Final Drone reaches 107; Black Blood adds 18 for 125.
The Cattle ConspiracyCount columns from left. Retreat swaps Scytheman 3 with Corpse 1, then Scytheman 5 with Corpse 1. Poison Corpse 6, then Corpse 5. Aging corpses kill both cows.
WorkforceScytheman and Longsword; Horse Thief to its right selects left Slave. Alchemist makes Horse Thief 12. Hajduk on left refreshes Alchemist; Longsword protects it. Set remaining Slaves to 12; they kill Drivers.

Finale: puzzles and solutions

Story details & possible consequences

Check the scripted objective and card effects. Randomized targets use the stated decision rule.

TargetLocation / solution
The Battle of RiviaConditional Villem route. Gascon: D2→D1; Saboteur C2, move C1; Saboteur B1, move B1; pursuit pushes B2, right B3/B4, exit A5. Reynard: Volunteers C1/B1/A1; D2→D1→C1→B1, push B2, exit A2.

Conditional additional puzzle: Pillagers

Appears after the hostile Lippy Gudmund route in Lyria. Play War Wagon and boost with Longsword; Drummer; Sapper kills both Light Infantry; last Drummer. When the inn disappears and two 7-power Warmongers remain, use Scorch. Without this battle, Mardroeme: Vengeance is camp loot.

All eleven longer-term camp characters

SPOILERS: recruitment and later retention are different decisions. Every character cannot necessarily remain until the end in one campaign.

TargetLocation / solution
Reynard OdoPresent from start; retain him during Angren’s accusation. With Villem recruited, the chosen Rivia assault leader can die. Surviving Reynard can become Meve’s partner in final camp conversation.
Eyck of DenesleReturn monastery gold in Lyria; at bridge ask about hunt, offer help and insist. Defeat Manticore. Fight and later kill Keltullis in Mahakam or Eyck leaves.
Gascon BrossardJoins after freeing Meve following Lyria. Angren’s accusation can dismiss him. Repair family tomb in Rivia for 1,000 gold: Gascon+. His final assault can also be fatal.
Black RaylaAedirn: win A Forestalled Execution. Harsh or merciful Scoia’tael decisions affect retention. Rescuing Mahakam’s missing Drekthagers with Rayla forces a later choice between her and Isbel.
Xavier LemmensAccept wounded engineer after Rosberg/Among the Ashes. Important for recruiting Isbel. His departure during late Angren’s betrayal is scripted; loyalty choices cannot retain him permanently.
KnickersWest of Rosberg, take northern fork to abandoned house: Mangy Recruit. Follow Gascon’s suggestion and adopt dog. No morality-triggered departure after recruitment.
IsbelAedirn: storm Bandit Stronghold; request help and let her treat Xavier. Dismiss Rayla after prisoner massacre. Angren: accept confession for Destroyer; avoid cruel executions. Rivia: retain settlers, free Kaveldun blacksmith.
Gabor ZigrinJoins in Mahakam; do not expose Zigrins to Brouver, accept continued service. Spend token treasure on feast: Gabor+. Rivia/Gradobor: preserve nonhuman rights for Gabor++; revocation makes him leave.
Barnabas BeckenbauerDrunken Bluff: stop barrel execution; question exact code violation or buy freedom. In Rivia/Broadhead optionally leave him to rebuild town, losing his card.
Arnjolf the PatricideLet Lippy Gudmund raid Nilfgaard in Lyria. Skelligers arrive during late Angren’s Nilfgaardian Snares; friendly prior relations allow permanent recruitment.
Prince VillemRivia: accept negotiation terms to recruit him. Rejection initially keeps him outside the army, changing who opens the final gates and sacrifices themselves.

All eight Meve weapon abilities

Weapons are alternative leader cards. One starting sword plus seven additions; six additional weapons are missable. Arms Race requires the complete set in one campaign.

TargetLocation / solution
LongswordStarting equipment; boosts allies and triggers Loyal.
War HammerLyria: defeat A Haggard Lament/Grave Hag; combine deck control with Drummer.
Rivian BroadswordLyria: defeat Gascon in Taming a Stray; main route.
FlailAedirn/Crumhorn: pursue dealers, win A Canceled Transaction and keep weapons. Do not destroy them.
Ornamental SwordAedirn: win Black Sashes, spare Falbeson, accept later invitation and fight at estate.
SihilMahakam: attack and defeat Nilfgaardian convoy; merely taking passage does not award it.
Angreni BladeAngren: enter southern elven ruins and defeat Ancient Evil; do not skip entrance.
SpearRivia: recapture Kaveldun and release collaborating blacksmith. Execution or whipping does not award weapon.

Villem, final assault and epilogue

Story details & possible consequences

Choose the survival route before meeting Villem in Rivia. Explicitly reject his terms and leave him outside your army: Villem later opens the gates and dies, allowing Gascon and Reynard to survive. Recruit Villem and the chosen lieutenant must infiltrate, dying even if the puzzle succeeds. Winning this puzzle does not save that character.

The Upper Keep is followed by Twilight of the Golden Sun in Aedirn: finish Nilfgaardian Survivors and The Battle for Naught, read the final spymaster report, then meet Demavend. Speak to survivors in the last camp; Meve can choose surviving Reynard as her partner. The epilogue combines political and personal decisions; no single morality score replaces those conditions.

Completion goals and returning to chapters

Tax Collector: 42 golden chests. Cartographer: 15 treasure maps. Arms Race: eight Meve weapons including starting sword. Those Gears Are Turning: 20 completed puzzles, not every catalog entry. In Good Company: play at least five character cards in one battle; recruiting alone is insufficient.

Burn After Reading requires reading spymaster letters including the final epilogue report. Three-fragment cards, chest rewards and character cards use separate acquisition tracks. This atlas does not export every ordinary resource pile or every alternate village dialogue.

After completing the campaign, Return To restarts a chapter and resets later progress on that save. Use available save-backup facilities first. During the active campaign, signposts only travel within unlocked regions. Adventurer difficulty permits skipping battles; still distinguish puzzle goals from actual collection requirements.

Thronebreaker: The Witcher Tales

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Ticks are saved on this device for each game and carry over when you change language. The counter measures guide tasks and does not alter your game save.

Sources & editorial date

Independently written game guidance. The following sources support quest routes, mechanics and edition notes. Editorial date: 22 October 2026.

In-game names may differ between language versions. Report a correction.

Game help

How do I recruit Isbel to Meve’s army?Thronebreaker: The Witcher Tales · Spoilers

Isbel can join in Chapter 2 in Aedirn. Find the small bandit fort before leaving the region.

  1. Accept Xavier into your army in Aedirn when he offers to join. He is part of Isbel’s conversation.
  2. Go to the small fort, attack the bandits and win the encounter. Talk to Isbel afterwards and ask her to join the army.
  3. Check your available allies after the conversation. Especially harsh choices in later chapters can make Isbel leave.

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